Is there a way to render a wireframe independent of its topology?
The Brick texture node makes the grid texture.
The settings to change in the Brick texture node are: 


both Frequency fields, set to 1
brick width and Row height must match to get squares.
Mortar size to set how thick the lines are. 


The Camera socket of the Texture Coordinates node, sets the mapping to match the camera. Thus the grid will be straight.
The Mix node is used to overlay the grid over any shader you already have on the object. It works from the Fac output from the brick texture. white = 1, and black = 0 so where ever there is black in the grid it will use the bottom shader, and whereever there is white (where the bricks would go) it will use the top input of the Mix shader. The brown Diffuse node would be the underlying shader.

Those nodes will render this: